basically abandon the idealized theories of play we learn from pro games. you should be playing solo q to do whatever it takes to win; not whatever organized teams do to win. god i hate that notail quote

that might be good. maybe it only gains that effect while toggled off. however it could be argued to be redundant as her innate sustain with snake is already very good. Medusa's weakness is her slow start, her need for lots of levels AND gold, and her way-too-easily-counterplayed ultimate

wow. thanks man, I feel like I could pick up the hero now. lets suppose youre in a disorganized pub - I'm just barely 3k - and you get shunted into a semisupporting role, eg, I'm the only one with the brains to notice crucial gaps in vision or items/auras the team needs. is timbersaw completely crippled by delayed bloodstone?

understood. it's just that if your pocket strat is dependent on your opponents literally fucking up or playing passively then it's not really a strat is it? any strategy will succeed when the opponents are incompetent in which case its better to focus on mechanics and builds

in your third paragraph there's a "but". that "but" needs to go. if youre using comms to improve odds of winning you should Never say anything that doesnt fit the criteria of a) useful and b) encouraging. acknowledging successes and politely progressing past mistakes will consistently earn your teammates trust. even moreso if youve won your lane or hit a good streak or farming advantage. oftentimes I find I am the only one voicechatting on the team; nonetheless I see their heroes moving in immediate response to my calls and requests. if you tip even slightly away from presenting as the ideal player your breath will be wasted. even if you cant do it through gameplay, at least in comms you should strive to be the positive and forward thinking dota player everyone wishes they were. atthe very least your team will "gg" having had a funner game, win or lose

lane regen by itself is a good topic. also build/buy/courier logistics and micro seems a rich topic. eg firstbuy soulring recipe to complete using sideshop, what if tangos were in the sideshop, abusing courier for vision or bait etc. when is it better to rush a single "tall" item or keep the inventory as "wide" as possible?

I've had very very bad luck comboing with void as a support. for instance landing deathward correctly can fail by so many small variables: void twalks somewhere you cant reach with ward; or ward is in chrono and does nothing; or ward is simply on wrong side of chrono and cannot reach the trapped enemy heroes.. its down to poor mechanical skill but its no longer a combo I would recommend to people

you're not playing to make them hate you; you're playing to win and anything that falls outside of hacking should be considered fair game. the all hat function is included in competitive battle games for more reasosn than one ;)

most games I see Techies in, 1-2 players pathologically walk through traps throughout the game. this aplies to trashtalking strategy in general but is especially useful in a techies game. the best you can achieve from propaganda is to turn the opponents against each other, to moivate distrust and infighting. call out the weaklings. even if they mute you, the opps youre not directly flaming will still be influenced by your alienation campaign

don't know how much time you've spent around 2k but people do everything at that level - stacks, pulls smokes warding blocking xp leeching xp - just not super consistently. yet not to the extent that blocking would be illadvised or redundant

this is really impressive man. your inspiration and hours of work and testing and tweaking really show. whatever happens with this you should be proud of what youve accomplished -- you've exceeded to basic design of the hero in every way (even if that tether is a little overwhelmingly awesome). I hope Valve realizes the strength of your concept+execution and look forward to seeing your future workshop submissions!